472 lines
14 KiB
C#
472 lines
14 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using RefreshCS;
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namespace MoonWorks.Graphics
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{
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public class CommandBuffer
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{
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public GraphicsDevice Device { get; }
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public IntPtr Handle { get; internal set; }
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// called from RefreshDevice
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internal CommandBuffer(GraphicsDevice device)
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{
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Device = device;
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Handle = IntPtr.Zero;
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}
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer,
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in Rect renderArea,
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in DepthStencilValue depthStencilClearValue,
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params Color[] clearColors
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) {
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var refreshRenderArea = renderArea.ToRefresh();
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var refreshDepthStencilClearValue = depthStencilClearValue.ToRefresh();
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fixed (Color* clearColorPtr = &clearColors[0])
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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renderPass.Handle,
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framebuffer.Handle,
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refreshRenderArea,
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(IntPtr) clearColorPtr,
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(uint)clearColors.Length,
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refreshDepthStencilClearValue
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);
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}
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}
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer,
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in Rect renderArea,
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params Color[] clearColors
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) {
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var refreshRenderArea = renderArea.ToRefresh();
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fixed (Color* clearColorPtr = &clearColors[0])
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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renderPass.Handle,
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framebuffer.Handle,
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refreshRenderArea,
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(IntPtr) clearColorPtr,
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(uint) clearColors.Length,
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IntPtr.Zero
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);
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}
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}
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public void BindComputePipeline(
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ComputePipeline computePipeline
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) {
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Refresh.Refresh_BindComputePipeline(
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Device.Handle,
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Handle,
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computePipeline.Handle
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);
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}
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public unsafe uint PushComputeShaderParams<T>(
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params T[] uniforms
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) where T : unmanaged
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{
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fixed (T* ptr = &uniforms[0])
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{
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return Refresh.Refresh_PushComputeShaderParams(
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Device.Handle,
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Handle,
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(IntPtr) ptr,
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(uint) uniforms.Length
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);
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}
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}
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public unsafe void BindComputeBuffers(
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params Buffer[] buffers
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) {
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var bufferPtrs = stackalloc IntPtr[buffers.Length];
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for (var i = 0; i < buffers.Length; i += 1)
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{
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bufferPtrs[i] = buffers[i].Handle;
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}
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Refresh.Refresh_BindComputeBuffers(
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Device.Handle,
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Handle,
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(IntPtr) bufferPtrs
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);
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}
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public unsafe void BindComputeTextures(
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params Texture[] textures
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) {
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var texturePtrs = stackalloc IntPtr[textures.Length];
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for (var i = 0; i < textures.Length; i += 1)
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{
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texturePtrs[i] = textures[i].Handle;
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}
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Refresh.Refresh_BindComputeTextures(
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Device.Handle,
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Handle,
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(IntPtr) texturePtrs
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);
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}
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public void BindGraphicsPipeline(
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GraphicsPipeline graphicsPipeline
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) {
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Refresh.Refresh_BindGraphicsPipeline(
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Device.Handle,
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Handle,
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graphicsPipeline.Handle
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);
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}
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public unsafe uint PushVertexShaderParams<T>(
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params T[] uniforms
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) where T : unmanaged
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{
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fixed (T* ptr = &uniforms[0])
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{
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return Refresh.Refresh_PushVertexShaderParams(
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Device.Handle,
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Handle,
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(IntPtr) ptr,
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(uint) uniforms.Length
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);
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}
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}
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public unsafe uint PushFragmentShaderParams<T>(
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params T[] uniforms
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) where T : unmanaged
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{
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fixed (T* ptr = &uniforms[0])
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{
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return Refresh.Refresh_PushFragmentShaderParams(
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Device.Handle,
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Handle,
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(IntPtr) ptr,
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(uint) uniforms.Length
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);
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}
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}
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public unsafe void BindVertexBuffers(
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uint firstBinding,
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params BufferBinding[] bufferBindings
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) {
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var bufferPtrs = stackalloc IntPtr[bufferBindings.Length];
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var offsets = stackalloc ulong[bufferBindings.Length];
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for (var i = 0; i < bufferBindings.Length; i += 1)
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{
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bufferPtrs[i] = bufferBindings[i].Buffer.Handle;
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offsets[i] = bufferBindings[i].Offset;
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}
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Refresh.Refresh_BindVertexBuffers(
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Device.Handle,
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Handle,
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firstBinding,
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(uint) bufferBindings.Length,
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(IntPtr) bufferPtrs,
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(IntPtr) offsets
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);
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}
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public unsafe void BindVertexBuffers(
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params Buffer[] buffers
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) {
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var bufferPtrs = stackalloc IntPtr[buffers.Length];
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var offsets = stackalloc ulong[buffers.Length];
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for (var i = 0; i < buffers.Length; i += 1)
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{
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bufferPtrs[i] = buffers[i].Handle;
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offsets[i] = 0;
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}
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Refresh.Refresh_BindVertexBuffers(
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Device.Handle,
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Handle,
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0,
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(uint) buffers.Length,
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(IntPtr) bufferPtrs,
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(IntPtr) offsets
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);
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}
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public void BindIndexBuffer(
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Buffer indexBuffer,
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IndexElementSize indexElementSize,
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uint offset = 0
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) {
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Refresh.Refresh_BindIndexBuffer(
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Device.Handle,
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Handle,
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indexBuffer.Handle,
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offset,
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(Refresh.IndexElementSize) indexElementSize
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);
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}
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public unsafe void BindVertexSamplers(
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Texture[] textures,
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Sampler[] samplers
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) {
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var texturePtrs = stackalloc IntPtr[textures.Length];
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var samplerPtrs = stackalloc IntPtr[samplers.Length];
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for (var i = 0; i < textures.Length; i += 1)
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{
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texturePtrs[i] = textures[i].Handle;
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}
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for (var i = 0; i < samplers.Length; i += 1)
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{
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samplerPtrs[i] = samplers[i].Handle;
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}
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Refresh.Refresh_BindVertexSamplers(
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Device.Handle,
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Handle,
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(IntPtr) texturePtrs,
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(IntPtr) samplerPtrs
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);
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}
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public unsafe void BindFragmentSamplers(
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params TextureSamplerBinding[] textureSamplerBindings
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) {
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var texturePtrs = stackalloc IntPtr[textureSamplerBindings.Length];
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var samplerPtrs = stackalloc IntPtr[textureSamplerBindings.Length];
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for (var i = 0; i < textureSamplerBindings.Length; i += 1)
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{
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texturePtrs[i] = textureSamplerBindings[i].Texture.Handle;
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samplerPtrs[i] = textureSamplerBindings[i].Sampler.Handle;
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}
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Refresh.Refresh_BindFragmentSamplers(
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Device.Handle,
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Handle,
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(IntPtr) texturePtrs,
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(IntPtr) samplerPtrs
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);
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}
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public void Clear(
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in Refresh.Rect clearRect,
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Refresh.ClearOptionsFlags clearOptions,
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in Refresh.Color[] colors,
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float depth,
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int stencil
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) {
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Refresh.Refresh_Clear(
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Device.Handle,
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Handle,
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in clearRect,
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clearOptions,
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in colors,
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(uint) colors.Length,
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depth,
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stencil
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);
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}
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public void DrawInstancedPrimitives(
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uint baseVertex,
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uint startIndex,
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uint primitiveCount,
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uint instanceCount,
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uint vertexParamOffset,
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uint fragmentParamOffset
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) {
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Refresh.Refresh_DrawInstancedPrimitives(
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Device.Handle,
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Handle,
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baseVertex,
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startIndex,
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primitiveCount,
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instanceCount,
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vertexParamOffset,
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fragmentParamOffset
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);
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}
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public void DrawIndexedPrimitives(
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uint baseVertex,
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uint startIndex,
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uint primitiveCount,
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uint vertexParamOffset,
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uint fragmentParamOffset
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) {
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Refresh.Refresh_DrawIndexedPrimitives(
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Device.Handle,
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Handle,
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baseVertex,
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startIndex,
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primitiveCount,
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vertexParamOffset,
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fragmentParamOffset
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);
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}
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public void DrawPrimitives(
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uint vertexStart,
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uint primitiveCount,
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uint vertexParamOffset,
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uint fragmentParamOffset
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) {
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Refresh.Refresh_DrawPrimitives(
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Device.Handle,
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Handle,
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vertexStart,
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primitiveCount,
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vertexParamOffset,
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fragmentParamOffset
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);
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}
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public void EndRenderPass()
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{
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Refresh.Refresh_EndRenderPass(
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Device.Handle,
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Handle
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);
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}
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public void QueuePresent(
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in Texture texture,
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in Rect destinationRectangle,
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Filter filter
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)
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{
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var refreshRect = destinationRectangle.ToRefresh();
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var refreshTextureSlice = new Refresh.TextureSlice
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{
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texture = texture.Handle,
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rectangle = new Refresh.Rect
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{
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x = 0,
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y = 0,
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w = (int)texture.Width,
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h = (int)texture.Height
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},
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layer = 0,
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level = 0,
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depth = 0
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};
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Refresh.Refresh_QueuePresent(
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Device.Handle,
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Handle,
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refreshTextureSlice,
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refreshRect,
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(Refresh.Filter)filter
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);
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}
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public void QueuePresent(
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in TextureSlice textureSlice,
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in Rect destinationRectangle,
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Filter filter
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) {
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var refreshTextureSlice = textureSlice.ToRefreshTextureSlice();
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var refreshRect = destinationRectangle.ToRefresh();
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Refresh.Refresh_QueuePresent(
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Device.Handle,
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Handle,
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refreshTextureSlice,
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refreshRect,
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(Refresh.Filter) filter
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);
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}
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public void QueuePresent(
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in TextureSlice textureSlice,
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Filter filter
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) {
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Refresh.Refresh_QueuePresent(
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Device.Handle,
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Handle,
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textureSlice.ToRefreshTextureSlice(),
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IntPtr.Zero,
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(Refresh.Filter) filter
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);
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}
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public void QueuePresent(
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Texture texture,
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Filter filter
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) {
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var refreshTextureSlice = new Refresh.TextureSlice
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{
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texture = texture.Handle,
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rectangle = new Refresh.Rect
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{
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x = 0,
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y = 0,
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w = (int) texture.Width,
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h = (int) texture.Height
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},
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layer = 0,
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level = 0,
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depth = 0
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};
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Refresh.Refresh_QueuePresent(
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Device.Handle,
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Handle,
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refreshTextureSlice,
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IntPtr.Zero,
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(Refresh.Filter) filter
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);
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}
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public void CopyTextureToTexture(
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in TextureSlice sourceTextureSlice,
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in TextureSlice destinationTextureSlice,
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Filter filter
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) {
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var sourceRefreshTextureSlice = sourceTextureSlice.ToRefreshTextureSlice();
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var destRefreshTextureSlice = destinationTextureSlice.ToRefreshTextureSlice();
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Refresh.Refresh_CopyTextureToTexture(
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Device.Handle,
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Handle,
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sourceRefreshTextureSlice,
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destRefreshTextureSlice,
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(Refresh.Filter) filter
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);
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}
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public void CopyTextureToBuffer(
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in TextureSlice textureSlice,
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Buffer buffer
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) {
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var refreshTextureSlice = textureSlice.ToRefreshTextureSlice();
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Refresh.Refresh_CopyTextureToBuffer(
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Device.Handle,
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Handle,
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refreshTextureSlice,
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buffer.Handle
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);
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}
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}
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}
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